|
![](/i/fill.gif) |
Tim Attwood wrote:
>> Can anybody help?
>
> Without seeing your code it's dificult, because it should
> work fine. Here is a sample that works fine with mesh2.
Hi Tim
Thanks for replying - I checked the code you provided and I cannot see the
difference between yours and mine:
global_settings {
adc_bailout 0.003922
ambient_light <1.0,1.0,1.0>
assumed_gamma 1.9
hf_gray_16 off
irid_wavelength <0.247059,0.176471,0.137255>
max_intersections 64
max_trace_level 10
number_of_waves 10
noise_generator 2
charset ascii
photons
{
count 20000
jitter .4
radius ,1.5
}
}
.
.
.
#declare Light001 = light_source {
<0.0, 0.0, 0.0>
color rgb <1.000, 1.000, 1.000>*1.4500
photons {
}
translate <0.984692, -14.212549, 19.073553>
photons
{
refraction on
reflection on
}
}
.
.
.
#declare myobject=mesh2{
vertex_vectors{
144,
<-5.510035,-2E-6,14.84191>,
<-5.986242,-2E-6,14.94362>,
<-6.483728,-2E-6,14.82747>,
.
.
.
}
object
{
myobject
material
{
texture
{
pigment
{
color rgbft <0.27451, 0.741176, 0.156863, 0.45, 0.75>
}
finish
{
ambient 0.2
specular 0.4
roughness 0.01
conserve_energy
reflection
{
0.15 , 0.25
fresnel off
falloff 1.0
exponent 1.0
metallic 0.0
}
}
}
interior
{
ior 1.35
caustics 1.25
dispersion 1.25
dispersion_samples 10
}
}
photons
{
target
refraction on
reflection on
collect off
}
}
.
.
.
The above gives me 0 photons emitted - I cannot spot a functional difference
with your code? Except that you specify a photon density and I used a
count - I tried using density as well (just like you did) with no results -
0 photons are still emitted...
Thanks for the reply!
--
Stefan
Post a reply to this message
|
![](/i/fill.gif) |